#version 330 core
layout (location = 0) in vec3 position;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform vec3 objectColor;
uniform vec3 lightColor;


out vec4 vtColor;

void main()
{
    gl_Position = projection * view * model * vec4(position, 1.0f);

	vec3 globalAmbient = objectColor * vec3(0.2,0.2,0.2);

	vtColor = vec4(lightColor * objectColor + globalAmbient, 1.0f);
} 